Fulltext results:
- syntax
- ====== DED syntax ====== This page describes the common syntax elements of the [[ded]] (Doomsday Engine Definition) language. ===== Directives ===== Directives instruct the DED [[http://en.wikipedia.org/w/index.php?title=Parse... | | [[include|Include]]| Include the specified //.DED// file. | | [[include|IncludeIf]]| Include the sp
- thing
- ====== Thing (DED) ====== ===== Syntax ===== <code> Thing { ID = "" Doomed Number = 0 Name = "" Spawn State = ... mes. To use more than one flag, use the following syntax: Flags = solid | shootable ^ Flag^ Doom^ He... or, so there isn't any need to use this flag in a ded (the flag is present to allow a standard HeXen li
- values
- ====== Values (DED) ====== The Values block allows modifying many of the values used internally in a g... er, so you can't use it in the key names. ===== Syntax ===== Values { Key1 = "Example" ... |Other key = Hello ===== See also ===== * [[ded:Values for Doom]] * [[ded:Values for Heretic]] * [[ded:Values for Hexen]]
- include
- ====== Include directive ====== ===== Syntax ===== Include "filepath" IncludeIf [Not] -option|gam... directive causes the parser to read the specified DED file. The contents of the included file are read ... parsed. ===== Examples ===== Include "Other.ded" Include if the command line option ''-texcomp''... the command line: IncludeIf Not -texcomp "skin1.ded" Include if the ID of the current game matches '
- light
- ====== Light (DED) ====== A //Light// definition is used to attach a light and/or halo to a [[sprite]]... state|State]] definitions can be found in Objects.ded so if you want to add a light to a [[modding:stat... e [[modding:state|State]] definition from Objects.ded, add it to your own ded and add 32768 to the frame number. <note>The engine calculates the properties
- sector_type
- ====== Sector Type (DED, XG) ====== A //Sector Type// definition specifies the properties of a gener... e exposed to mod authors and the specifics of the syntax. ===== Core concepts ===== ==== Ambient sound... oscillated to create a "wave like" effect. ===== Syntax ===== {{page>sector_type_syntax}} ===== Examples ===== ==== Ticker chain triggering ==== <code> Secto
- material
- ====== Material (DED) ====== Definitions specify the properties of a material built from one or more t... e exposed to mod authors and the specifics of the syntax. ===== Core concepts ===== A material is an ab... efinitions are a type of texture. </note> ===== Syntax ===== {{page>material_syntax}} ===== Examples ===== A simple 128x128 Material composed of a single no
- header
- ====== Header (DED) ====== Specifies metadata about the definition file. Use of the Header block is optional. ===== Syntax ===== Header { Version = 6 } ===== About DED versions ===== In DED version 5, there must be a semicolon after each statement, including blocks ins
- episode
- ====== Episode (DED) ====== An //Episode// definition specifies the properties of a playable episode c... ion:1.15]] (by translating these definitions into DED format at runtime). Although MAPINFO supports so... their added flexibility and ease of use. ===== Syntax ===== {{page>episode_syntax}} ===== Examples ===== Doom's first episode, "Knee-Deep in the Dead" as a
- infine_script_reference
- Skip'' and ''SkipHere'' commands). ===== Script syntax ===== Commands are case-insensitive (some argume... gins with ''#>'' and ends in ''<#''. The general syntax of a command is: (command) (arg-1) ... (arg-N)... rings can be split onto multiple lines (like in [[DED]] files, see the [[Text]] definition). ===== Co
- generator
- ====== Generator (DED) ====== In Doomsday all particle effects are controlled by the particle subsyst... g all [[mobj]]s of the specified type. | ===== Syntax ===== {{page>generator_syntax}} ===== See also ===== * [[howto:3D model particles]] * [[modding
- map_info
- ====== Map Info (DED) ====== A //Map Info// definition specifies the properties of a map. ==== Core ... geometry, spawn-spot information, etc...). ==== Syntax ==== {{page>map_info_syntax}} ==== Examples ==== Doom's first map, "Hangar" in Map Info form: Ma
- reflection
- ====== Reflection (DED) ====== Any surface (flats or walls) can be rendered with [[shiny surface]] pro... ding mode flags such as add and subtract. ===== Syntax ===== Reflection { Texture = ""; ... # One of the bm_* flags defined in Flags.ded. By default # reflections use additive
- finale
- nformation on how to create an InFine script, the syntax, and examples. ===== Syntax ===== InFine { Before = ""; # Identifier of the map befor... ng rules are used when reading the script and the DED # file itself, so for instance strings can
- state
- ====== State (DED) ====== ===== Syntax ===== <Copy> State { ID = ""; Flags = flaga | flagb | flagc; Sp